Fun Stuff > CLIKC
Bisoshock: Infinity or Ben Franklin vs The Chineemen
Buttfranklin:
Yeah, the rehash of the core gameplay is pretty obvious, but I don't think it's so bad. For one thing, it looks like yr character will actually talk and have real relationships with other characters, making more of a story than BioShock 1 had, and involve working with them against enemies.
Also, the environment looks way cool. I'm not concerned with the rehash of gameplay because they're transposing it to a new environment: from a claustrophobic place where darkness and water was lurking everywhere to suffocate you, if the splicers didn't kill you first. Open areas were rare; snaking corridors and passageways were the norm. In this, it looks to be the opposite: large open areas, more routes to take through it, and more opportunities for larger, more spectacular set pieces.
And you thought BioShock 1 fell short of visual spectacle? Maybe yr just not as into Oscar Bach-like stuff as I am, but BioShock 1 had some of the coolest art direction of any vidya game I've ever seen. Sure, it may not be as "in yr face" as other vidya games, but the level design was way cool. It was all Machine Age-meets-Art Deco and in its varying forms. From the gambling halls, to the restaurants, to the factory district, it was all unique and with a really good attention to detail.
Ozymandias:
'ou' It's seriously just two easy letters.
Buttfranklin:
It's the principle that matters.
Spluff:
This game,
Alex C:
A principle that you should divest yourself of at the first opportunity.
As far as visuals go, the complaints are usually a combination of an aging modified Unreal Engine and the ol' familiarity breeds contempt problem. The attention to detail was top notch and I think they followed through on a distinctive design concept about as well as the technology they were afforded would allow. But the problem is that having a environment like Rapture can really paint you into a corner. Beyond a certain point, detail and craft can be lost upon the viewer if you can't really switch up the lighting and palette. I mean, I hate to say this, but after a while Bioshock really felt like I was shooting the same 6 screaming people in the same hotel lobby for 11 hours.
Now, with all the sheer detail packed into any one given room of Bioshock, that admittedly seems like an unfair criticism, but the problem is that the longer a gaming session goes the more people tend to filter out a lot of the li'l details and respond more to the big ol' blatantly obvious stuff like color and lighting. Technical concerns aren't the only reason companies like Blizzard design their time sink games around bold colors and shapes as opposed to li'l details. Such things are simply less tiring to look at over time, and that becomes a particularly important issue when you consider that gamers are constantly trying to scan the environments for objects they can act upon.
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